Creature Keeper (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Creature keeper[edit]

so many little guys await! spell that conjure or create! many new friends that you will make!

Description

so many little guys await! spell that conjure or create! many new friends that you will make!

Creating a Creature keeper[edit]

Class Features

As a Creature keeper you gain the following class features.

Hit Points

Hit Dice: 1d8 per Creature keeper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Creature keeper level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, lances
Tools: a gaming set of your choice
Saving Throws: Charisma, Wisdom
Skills: Arcana, Animal handling, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor and a dagger or (b) robes and any simple weapon
  • (a) light crossbow and 60 bolts or (b) any simple weapon
  • an explorer's pack
  • a gaming set of your choice
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Creature keeper

Level Proficiency
Bonus
cantrips known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Bag of buddies, spellcasting 2
2nd +2 2 Bestiary 3
3rd +2 2 Conjure buds 4 2
4th +2 3 Ability Score Improvement 4 3
5th +3 3 4 3 2
6th +3 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 Ability Score Improvement 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 4 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 4 3 3 3 3 2 2 1 1

Bag of buddies[edit]

At first level you gain a bag or other container filled with a representation of the creatures you can summon (ex: pages covered in names, small statues, marbles) these representations cannot be harmed by water, age, mold, or sharp objects unless you so choose, other items placed into the bag do not have this protection. if the bag or its contents are lost you may spend a first level spell slot to summon a new buddy bag. while in possession of your buddy bag it acts as a spellfocus and grants the following features:

Pocket space

up to three creatures you have summoned or created via spellcasting can be stored in the buddy bag as a bonus action. while stored they take up no physical space and are healed to max hp after one hour. creatures stored no longer require concentration, removing a creature from pocket space breaks spell concentration .

Bag o' spirits

you summon A swarm of small spirits that take the form of origami, clockwork, or small birds. you may use A bonus action to move the spirits up to 15 feet. the spirits, at your command can carry an item, repeat a phrase, or allow you to see as if you were where they are.

spellcasting[edit]

At first level you become attuned to the threads of magic that stretch between vast distances and different planes. by studying this power you are now able to cast spells. at first level you know 4 spells and 2 cantrips, you learn more as you level up according to the creature keeper table. charisma is your spellcasting ability for your spells. when you gain a level in this class you may choose a spell you know and replace it with another you can learn.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

spells known

the spells you know increase as you level up. starting with level one this list shows how many spells you know: 4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22

Bestiary[edit]

At second level, you find a specific part of summoning to study. Choose between the Book of anatomy, Book of stolen pages, and Book of specialty, all detailed at the end of the class description. Your choice grants you features at level 2 and again at , <!list all levels!>

Conjure buds[edit]

At third level your buddy bag has grown connected with the web of magic you use for summoning. choose 3 conjure buds from the list at the back of the class description that you have learned to summon. when you gain a level in this class you may change out which conjure buds you have learned for different ones.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Book of anatomy[edit]

A creature keeper who studies their own body structure and the way monsters are built

Warped strike

At second level your body becomes influenced by the creatures you summon. when making an unarmed attack you may choose a damage type dealt by a conjuration or evocation spell you know the unarmed strike uses a d6 and the chosen damage type. you may also use the damage type of a conjure bud if you have learned one.

Anatomy research

also at second level you begin to focus your research. you may choose a creature you can see and ask the DM for one damage type or condition it is resistant to, the DM must tell the truth. on a successful history check you may also ask for one damage type or condition it is not resistant or immune to.

<!-Class Feature->

<!-Class feature game rule information->

Book of stolen pages[edit]

A creature keeper who has taken a leaf out of many other classes books

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Book of specialty[edit]

A creature keeper who focuses on one type of creature

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Creature keeper Spell List[edit]

You know all of the spells on the basic Creature keeper spell list and additional spells based on your subclass.

Cantrips

sword burst, chill touch, dancing lights, mage hand, message, friends, thorn whip, mending, spare the dying

1st Level

unseen servant, Tenser's floating disk, magic missile, arms of hadar, healing word, cure wounds, animal friendship, charm person, find familiar, comprehend languages

2nd Level

summon beast, cloud of daggers, animal messenger, find steed, hold person, create or destroy water, locate animals or plants, spike growth, magic mouth

3rd Level

spirit shroud, summon fey, summon shadow spawn, summon undead, conjure animals, conjure barrage, phantom steed

4th Level

summon aberration, summon construct, summon elemental, conjure woodland beings, conjure minor elemental, banishment, arcane eye

5th Level

<!-5th level spell list->


6th Level

<!-5th level spell list->


7th Level

<!-5th level spell list->


8th Level

<!-5th level spell list->


9th Level

<!-5th level spell list->

list of Conjure buds[edit]

a conjure bud has 10 hp by default. if a conjure bud drops to 0 hp it disappears and can't be summoned for 1 minute. summoning a conjure bud does not break spell concentration. all conjure buds can be ordered to wait in space in sight or follow a creature at a speed of 30 feet


Doorbeast

taking the form of a door, gate, or trapdoor with a face carved into it and shadowy legs the doorbeast expands its mouth to fill the entire frame instead of opening normally. as your action a creature you have summoned may walk through the doorbeast and switch places with another creature you have summoned. a creature is still able to swap places if stored inside your buddy bag. you may also spend a second level spell slot to walk through the doorbeast yourself as if casting misty step


Fool's ring

a thin silver snake the size of its summoner's pinkie finger with a purple gem protruding from its head. as an action you may silently order the fool's ring to bite a creature it is touching inflicting one of the following effects: shock the creature takes 1d8 psychic damage on a failed wis save (use spellcasting dc), shadows after 30 seconds the creature takes 1d4 poison damage and is knocked prone on a failed con save (use spellcasting dc). when coiled the fool's ring appears to be normal jewelry except if a creature makes a successful (dc 11) investigation check.


Steam wyrm

a steam powered mechanism resembling a faerie dragon. at your command (no action required) it can play a song, record 1 minute of sound or play back the recording, start a fire if kindling is provided, move 30 feet, or tell the time. as your action it can make a attack on a target within 10 feet (+1 to hit) dealing 1d8 fire damage.

Seen servant

a 2 foot tall green humanoid carrying a wooden tray over its head. it takes its job very seriously and you must expend a first level spell slot when it is summoned. the wood tray is perfectly level and up to a 2 foot cube worth of items can balance on it. you may give the seen servant an item with instruction on when to use it (ex: use this bell when you see a guard). it keeps track of one instruction at a time. while it is summoned the spell unseen servant is always in effect.

Mega death wolf

resembling a small child's drawing you may spend an action to transform it into a towering dire wolf with pitch black fur and various blades extending from it's head, legs, and tail. you may mount the mega death wolf as a steed, while mounted it acts independently and it's thick fur holds you in place even if you are unconscious or incapacitated . while within 30 feet of this conjure bud you may enter a deep meditative trance. in this state you can see through the mega death wolf's eyes and can make it take the following actions on its turn -jump up to 15 feet horizontally or 5 feet vertically -move up to 35 feet (if it is more then 35 feet away from you the trance ends) -make an attack with its blades at a creature within 5 feet: 1d10 slashing

Nature's knight

taking the shape of a suit of armor made from wood and other plant matter. Which gives the effect of bark skin

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Creature keeper class, you must meet these prerequisites:

minimum charisma score of 13

Proficiencies. When you multiclass into the Creature keeper class, you gain the following proficiencies:

simple weapons, lances, a gaming set of your choice, Charisma, Wisdom, Arcana, Animal handling
0.00
(0 votes)

Back to Main Page5e HomebrewClasses<!-makes use of animals or other creatures without the religion of druids or rangers, often lacks magic-><!-makes use of nature and animals through magic with an element of religion-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags->